969 resultados para Google Art Project


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L’aplicació de la tecnologia de Google Art Project al Museu d’Art Contemporani de Barcelona (MACBA) com a forma d’aproximació de l’art a un públic més internacional és el plantejament d’aquest treball. Amb aquesta finalitat es desenvoluparà una estratègia de comunicació digital que comprengui aquesta eina com a principal i abasti altres mètodes interactius a xarxes socials i a altres espais de socialització 2.0. L’elaboració d’aquesta estratègia estarà basada dins un context real de l’art contemporani a Barcelona i de la seva màxima compenetració amb aquesta innovadora iniciativa.

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A educação na arte e pela arte confere a todos os seus intervenientes a estimulação da sua criatividade e da sua consciência cultural, proporcionando meios para se exprimirem e participarem ativamente no mundo que nos rodeia. A integração das tecnologias de informação e comunicação no processo de ensino-aprendizagem veio alargar o papel que a arte pode desempenhar neste processo, promovendo novas formas de aprender, de ensinar e de pensar. Assim, a utilização de ambientes virtuais em contexto educativo tem revelado um enorme potencial, sobretudo ao nível da comunicação e da interação entre alunos e obras de arte. Neste sentido, considerou-se importante desenvolver um estudo de caso em contexto de sala de aula da Educação Visual, promovendo uma aprendizagem baseada na articulação entre a observação, interpretação e análise da obra de arte e o museu virtual. Assim o principal objetivo deste estudo foi avaliar as potencialidades do Google Art Project, enquanto objeto de aprendizagem, na promoção da aprendizagem na área da literacia em artes. Para além disso, procurámos ainda avaliar se a utilização de ferramentas multimédia como o referido Google Art Project e o Quadro Interativo, constituem fatores de motivação na aprendizagem da disciplina de Educação Visual. Do ponto de vista metodológico desenvolvemos uma estratégia baseada na investigação-ação. Procurámos, por um lado, descobrir e compreender o significado de uma realidade vivida por um grupo de alunos e, por outro lado, refletir sobre a prática educativa com o intuito de a melhorar e transformar. Este estudo envolveu cinco turmas do sexto ano do ensino público. Para a recolha de dados utilizámos técnicas baseadas na conversação e na observação, no questionário e nas notas de campo. Os resultados deste estudo revelam que as ferramentas tecnológicas utilizadas podem efetivamente contribuir para a promoção da aprendizagem dos alunos na área da Educação Visual, mais concretamente ao nível do domínio da literacia artística, da representação e da interpretação visual.

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Zum Rosenzweig-Test, 1945; Brown, J.F.: "Memorandum on the Modification of the Rosenzweig Picture Frustration Test". Typoskript, 3 Blatt; Rosenzweig, Saul. "The Picture-Association Method and Its Application in a Study of Reactions to Frustration.", Sonderdruck aus: Journal of Personality, September 1945, S. 3-23; Materialien zum "Art Project on Fascist Agitator" (1945):; 1. "What is a Fascist Agitator?", a) Typoskript, 1 Blatt, b) Typoskript mit handschriftlichen Korrekturen, 2 Blatt; 2. "Some Traits of the Fascist Agitator". Typoskript, 5 Blatt; 3. "Pamphlet", a) Typoskript, 1 Blatt, b) Typoskript, 1 Blatt, c) Typoskript mit dem Titel 'Devices of the Agitator', 1 Blatt; 4. Max Horkheimer: eigenhändige Notizen über den Agitator, 1 Blatt; 5. "Quotes from the Agitator (pages refer to Leo Löwenthals manuscript vol. III)". Typoskript, 7 Blatt; 6. Adressenlisten, 3 Blatt; 7. Materialien zum 'Agitator-Projekt': Photos, Reproduktionen von Zeichnungen und Zeitungsausschnitten;

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Tras liderar la investigación e indización de la información por cerca de una década, el motor de búsqueda Google se ha convertido en un sistema económico que influye nuestro mundo contemporáneo, contribuyendo grandemente a la transformación de nuestro mundo en un único globo virtual. En años recientes, Google ha comenzado a ofrecer a los usuarios globales aplicaciones o software que son usados para nuestra herencia cultural. Este software se resalta aquí en su potencial, desde un punto de vista económico, cultural y turístico. Tratamos de describir lo más importante del software de Google (como Google Maps, Google Street View, Google Earth, Google SketchUp, Google Books y Google Art Project), con el mayor y más evidente impacto en los sectores culturales y turísticos. Este ensayo muestra la digitalización y promoción de la herencia cultural italiana en Google, a través de sus programas informáticos (por ejemplo, Google Street View que ha llevado al uso de vistas tridimensionales remotas de algunos de los más importantes monumentos y sitios arqueológicos de Italia; el uso de Google SketchUp ha llevado al diseño de reconstrucción tridimensional del histórico centro de la ciudad de L'Aquila, devastada luego del terremoto de abril de 2009 y nunca reconstruida), y a través de diversos programas asociados específicos con el Ministerio Italiano de Cultura

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Tras liderar la investigación e indización de la información por cerca de una década, el motor de búsqueda Google se ha convertido en un sistema económico que influye nuestro mundo contemporáneo, contribuyendo grandemente a la transformación de nuestro mundo en un único globo virtual. En años recientes, Google ha comenzado a ofrecer a los usuarios globales aplicaciones o software que son usados para nuestra herencia cultural. Este software se resalta aquí en su potencial, desde un punto de vista económico, cultural y turístico. Tratamos de describir lo más importante del software de Google (como Google Maps, Google Street View, Google Earth, Google SketchUp, Google Books y Google Art Project), con el mayor y más evidente impacto en los sectores culturales y turísticos. Este ensayo muestra la digitalización y promoción de la herencia cultural italiana en Google, a través de sus programas informáticos (por ejemplo, Google Street View que ha llevado al uso de vistas tridimensionales remotas de algunos de los más importantes monumentos y sitios arqueológicos de Italia; el uso de Google SketchUp ha llevado al diseño de reconstrucción tridimensional del histórico centro de la ciudad de L'Aquila, devastada luego del terremoto de abril de 2009 y nunca reconstruida), y a través de diversos programas asociados específicos con el Ministerio Italiano de Cultura

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Tras liderar la investigación e indización de la información por cerca de una década, el motor de búsqueda Google se ha convertido en un sistema económico que influye nuestro mundo contemporáneo, contribuyendo grandemente a la transformación de nuestro mundo en un único globo virtual. En años recientes, Google ha comenzado a ofrecer a los usuarios globales aplicaciones o software que son usados para nuestra herencia cultural. Este software se resalta aquí en su potencial, desde un punto de vista económico, cultural y turístico. Tratamos de describir lo más importante del software de Google (como Google Maps, Google Street View, Google Earth, Google SketchUp, Google Books y Google Art Project), con el mayor y más evidente impacto en los sectores culturales y turísticos. Este ensayo muestra la digitalización y promoción de la herencia cultural italiana en Google, a través de sus programas informáticos (por ejemplo, Google Street View que ha llevado al uso de vistas tridimensionales remotas de algunos de los más importantes monumentos y sitios arqueológicos de Italia; el uso de Google SketchUp ha llevado al diseño de reconstrucción tridimensional del histórico centro de la ciudad de L'Aquila, devastada luego del terremoto de abril de 2009 y nunca reconstruida), y a través de diversos programas asociados específicos con el Ministerio Italiano de Cultura

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Dissertação apresentada para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Ciências da Comunicação

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Depuis longtemps déjà, les arts visuels se démarquent par leurs rapports proches quoique créatifs avec les développements technologiques des sociétés modernes. Pour les musées, Internet constitue une opportunité de rejoindre des publics qui s’avèrent de prime abord moins accessibles. Ce nouvel acteur dans le monde de l'art occupe une place croissante dans la présentation des oeuvres tout en jouant un rôle déterminant dans la diffusion et donc dans le retentissement qu'elles ont auprès de publics aux attentes changeantes. Alors que le musée diffusait autrefois ses collections et connaissances par les expositions et les catalogues, le cyberespace est aujourd’hui un nouveau lieu public qu’il lui convient d’investir. L’internaute est souvent isolé dans sa quête d’une « trouvaille » parmi la diversité de l’offre technologique. Nous proposons l’image alternative du flâneur comme métaphore opérationnelle afin d’analyser la relation entre l’internaute et l’exposition. Les oeuvres sont transposées dans le virtuel par le médium numérique, le même langage qui sous-tend l’exposition dans son ensemble, un transfert dont les implications sont nombreuses. La reproduction, par sa nature désacralisée, autorise la manipulation virtuelle. C’est une nouvelle forme de participation qui est exigée des spectateurs, non pas en termes d’acquisition rationnelle de connaissances, mais de manière ludoéducative, par cette même manipulation de l’image. Dans le but de souligner l’authenticité de l’oeuvre originale par la présentation de son équivalent numérique, l’exposition virtuelle est souvent médiatrice et documentaire avant tout, privilégiant l’observation technologique didactique.

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On 14 November 2013, the US District Court of the Southern District of New York issued a major ruling in favour of the Google Books project, concluding that Google’s unauthorized scanning and indexing of millions of copyrighted books in the collections of participating libraries and subsequently making snippets of these works available online through the “Google Books” search tool qualifies as a fair use under section 107 USCA. After assuming that Google’s actions constitute a prima facie case of copyright infringement, Judge Chin examined the four factors in section 107 USCA and concluded in favour of fair use on the grounds that the project provides “significant public benefits,” that the unauthorized use of copyrighted works (a search tool of scanned full-text books) is “highly transformative” and that it does not supersede or supplant these works. The fair use defence also excluded Google’s liability for making copies of scanned books available to the libraries (as well as under secondary liability since library actions were also found to be protected by fair use): it is aimed at enhancing lawful uses of the digitized books by the libraries for the advancement of the arts and sciences. A previous ruling by the same court of 22 March 2011 had rejected a settlement agreement proposed by the parties, on the grounds that it was “not fair, adequate, and reasonable”. The Authors Guild has appealed the ruling.

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From the proceedings of a workshop held September 29-30, 1977, in Rockford, Ill., sponsored by the Illinois Arts Council and the Rockford Arts Council.

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The focus of this research is in ascertaining how and why the Irish state patronises the visual arts. The framework that the state puts in place for the support of the arts influences the creation of art. The initial standpoint from which to evaluate the system is founded on the belief that art is of social good. The second source of belief is in the necessity for an autonomous setting in which it can be created. These two beliefs underpin state patronage of the arts in contemporary society. Therefore they have to be examined carefully in order to see if they hold up. This requires an investigation into the formation of value. This is undertaken by looking into the social development of western society and its influence on the placement of arts value. Establishing how arts value to society is defined provides a means by which to investigate the manner in which the state patronises the visual arts. Two case studies provide the evidence in how the state supports the arts and why it chooses to do so. The Irish Museum of Modem Art is used as an example of the state’s role in the maintenance of the canon of art. The second case study looks at the work being done by Breaking Ground. Breaking Ground is an extensive art project as an element of the regeneration process happening in Ballymun funded by the state. It provides and insight into how the state utilises art in the unification of a social group.

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This project will promote health awareness and encourage a more pro-active approach to looking after your health for12-16 year olds. Although focusing on young people, the approach being used hopes to cascade the information- the young people will take what their understanding into the home and the wider community. In order to reach their objectives they will carry out workshops with the youth in ways that will grab their attention and encourage a ‘change of lifestyles’ for example; painting murals relating to health issues etc. An information day was held as was an art project and several workshops, 1 of which allowed students to make a video on the role of the pharmacist. Results showed teenagers found it beneficial to get information on areas of health that they wanted to increase their awareness in. The project also identified a determination amongst staff to become more aware of the dangers of smoking and the project gave them a means of empowerment to help students who smoke to stop. All those involved in the project either through the information day, workshops or the art project felt it was tangible and was a sensitive wasy to deal with teenge health problems. The project created an understanding of why there is a need to take a communtiy response to such problems.

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In the past, sensors networks in cities have been limited to fixed sensors, embedded in particular locations, under centralised control. Today, new applications can leverage wireless devices and use them as sensors to create aggregated information. In this paper, we show that the emerging patterns unveiled through the analysis of large sets of aggregated digital footprints can provide novel insights into how people experience the city and into some of the drivers behind these emerging patterns. We particularly explore the capacity to quantify the evolution of the attractiveness of urban space with a case study of in the area of the New York City Waterfalls, a public art project of four man-made waterfalls rising from the New York Harbor. Methods to study the impact of an event of this nature are traditionally based on the collection of static information such as surveys and ticket-based people counts, which allow to generate estimates about visitors’ presence in specific areas over time. In contrast, our contribution makes use of the dynamic data that visitors generate, such as the density and distribution of aggregate phone calls and photos taken in different areas of interest and over time. Our analysis provides novel ways to quantify the impact of a public event on the distribution of visitors and on the evolution of the attractiveness of the points of interest in proximity. This information has potential uses for local authorities, researchers, as well as service providers such as mobile network operators.

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The Biblioteca de Catalunya (BC) was created in 1907 by the Institut d’Estudis Catalans (IEC). In 1914 the Mancomunitat de Catalunya gave the library its condition of cultural and public service, open to researchers and scholars. The library underwent several changes as a consequence of political events, along the most of 20th century. In 1981 it was recognized by law as national library and it recovered its foundational aim of gathering, preserving and disseminating the bibliographical output of Catalonia and the production related with the Catalan linguistic field. As the proud host of ANADP2, the BC wants to show the attendees to the conference how, since 2004, has positioned itself to face the challenge of the new informational and technological paradigm. The library strategy for oncoming years includes giving open and free access online to the digitization of many of his collections through the portals MDC (Digital Memory of Catalonia), ARCA (Old Catalan Serials Archive) and Google Books project; the creation of the Web Archive of Catalonia and, as the last step in the consolidation of its policy, a high-security preserving repository named COFRE, based on the international guidelines and initiatives and the experience of the BC itself.